Fallout 2 Walkthrough :

This walkthrough for Fallout 2 [PC] has been posted at 09 May 2010 by materman94 and is called "Evil Walkthrough". If walkthrough is usable don't forgot thumbs up materman94 and share this with your freinds. And most important we have 19 other walkthroughs for Fallout 2, read them all!

Walkthrough - Evil Walkthrough

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EVIL WALK-THROUGH
Version 1.6
Author: whitechocobo666
whitechocobo666@yahoo.com
http://www.geocities.com/whitechocobo666/
ASCII by Angelwingnl!
Well there are some walk-throughs for this game, but they are all for
good characters, who do all the quests for good guys and get really high
karma. This walk-through is for mainly evil characters, who will only do
evil things, unless there is a huge advantage to be made. Pure Evil
characters can use it too, they are just like mainly evil characters but
they don't do the 3 or so good quests in the game that I put in the Walk-
through (vertibird plans, Smiley, talking in NCR). If there is a good
way and an evil way to complete something, this walk-through will do it
the evil way. So if you are scared of being evil or something, you
probably won't want to actually use this. But everyone should complete
the game at least once to see what being evil in Fallout 2 is like. This
faq assumes that you know how everything works and how to play the game
properly. It is recommended that you have finished the game at least 1
or 2 times.
This is based on the Australian version of the game, and it isn't
patched. The game being patched wouldn't make much difference with
relation to these evil quests.
This is my first walk-through, but because I like Fallout 2 so much, and
no one had made an evil walk-through, I decided to make one.
Note: This is for the truly evil characters. You are not a truly evil
character if all you do is go and do all the good quests, and come back
and then slaughter the towns afterwards. Slaughtering the towns is
stupid, and is for dumb evil characters. If you do all the good quests,
you are a good character. If you do any good quests that make a good
ending, you are banished from evil land to a good person. This walk
through is for the truly evil character of course. None of that
slaughtering in here, unless they attack you first, for a good reason.
Getting caught stealing and then slaughtering them, or making a
conversation and then getting into a fight are NOT good reasons.
IF YOU SEE ANYTHING I'VE MISSED SO FAR, PLEASE EMAIL ME SO I CAN PUT IT
ON HERE! I'll put your name in the credits of course.
CONTENTS
REVISION
CHARACTER
Stats
Traits
Skills
Overall
Perks
Karmic Traits
Tips
WALKTHROUGH
ENDINGS
CONCLUSION
REVISION
Version 1.0
The first version of the walk-through. Got up to Vault City
Version 1.1
Finished the game and the walk-through and everything. I will still
update if people email me extra stuff.
Version 1.2
Done conclusion, perks, bounty hunters, fixed up some stuff and maybe
added some other stuff.
Version 1.3
Added special encounters.
Added some stuff about special perks, thanks to Jason Ballin
(cheebo@zonked.com)
Version 1.4
Rick Lucas told me lots of new evil stuff and Jason Ballin told me
another thing.
Version 1.5
Terry told me lots of the alternate pathways stuff, of how to get the
good people's stuff at the start, and a slave trick and Pariah Dog trick.
I added the power armour from the start trick (which I don't really
like).
Got an ascii art from angelwingnl!
Some other stuff too.
Version 1.6
Updated some stuff. Yay.
CREDITS
People on message boards who have said stuff about how to complete
quests.
Gamefaqs because it's good and I gave this faq to them.
Any other site that puts my walkthrough on their site.
Interplay and Black Isle for making it and developing it and producing it
or whatever it is that they did to the game.
Chris (gfen02) for telling me to do the special encounters.
Jason Ballin (cheebo@zonked.com) for telling me the real stuff about
Flower Child, Vault City Training and Animal Friend perks, and about
turning on Lara's Gang.
Rick Lucas told me lots of stuff that I missed to put in this for version
1.4.
Terry told me stuff about getting Cassidy and the Sierra Army Depot, and
about the special slave runs and the Pariah Dog brain extraction for
version 1.5.
Angelwingnl gave me an ascii art for the title! It's good!
DamnationLtd gave me his way of killing Miria. It's
funny.
Janne Hanhela told me something about the trap in the Temple of Trials.
Awesome on the Fallout 2 No Mutants Allowed board said my character was
no good. Yippee.
Trent, for reminding me about the crashed whale, and the repairing in NCR
bug. He told me that last year, oh well.
CHARACTER
A truly evil character will do as many evil things as possible.
Therefore you have to min-max the stats so that you can receive the most
quests and still be able to kill properly.
STATISTICS:
Strength: 5. This is enough, because the advanced power armour gives +4
to strength, which gives 9. Then you can get the +1 module to take it up
to 10. Strength isn't really that important, unless you are going to be
a melee or HtH. But it's good to have 10 anyway, so all the weapons can
be used without skill drop.
Perception: 6. The best thing about perception is the sniper perk, which
you get at level 24, and you need 8 perception for. You can get the gain
perception perk to add +1, and the perception module found in the
military base adds +1 also, so you get the 8 needed for the sniper perk.
Perception also helps with distance shooting, but you can just get a
sniper rifle or a high weapon skill instead.
Endurance: 4. This controls how much hp you start with and get per
level. The two important perks from endurance are lifegiver and
toughness. Lifegiver only needs 4 endurance, but if you want toughness,
you'll have to swallow some buffout.
Charisma: 7. Charisma is mainly important for the number of NPCs you can
get, and also the speech skill, so you want it earlier on. The
sunglasses, the memory module and the gain charisma will get it up to 10.
If you don't want the power armor at the start, you can have whatever you
want.
Intelligence: 8. Intelligence is probably the most important, because of
the dialogue options, the skill points and all the skills that use it.
The gain intelligence perk raises it by 1, but because you are a slaver
you will miss out on the memory module for it. If you are a bit unlucky
or lucky, you will get an extra point from the hubologists.
Agility: 8. This gives you 9 AP, and for 10 AP, you need 10 AP, so you
probably shouldn't do that. Agility is also important for combat skills,
and you need 8 agility for the slayer and sniper perks. 9 AP is pretty
good and can be upgraded to 11 AP if you get two levels of action boy,
but you don't really need it.
Luck: 9. The main reason this is so high is because Vault City citizens
need to be lucky to pass the test. High luck is also very useful for the
sniper perk, and perhaps slayer, and it will help you find random
encounters. But if you don't care about being a citizen, take this down
to 6 and put the points elsewhere. You can gain luck if you want to take
it to 10, which will get you a critical hit every shot with sniper. Or
you can lower it to 8, and get gain luck, or lower it to 7 and hope the
hubologists give you +2 to luck, but that's pretty risky.
So summed up:
Str: 5
Per: 6
End: 4
Cha: 7
Int: 8
Agi: 8
Luck: 9
TRAITS:
Gifted: The true evil character should have this. It gives +1 to all
stats. You would already know that though.
Fast Shot: It depends what weapons you want to specialise in. If you
want big guns, take it. Anything else don't take it, because it stuffs
up unarmed and HtH aimed shots.
Finesse: Not really useful to me, but other people like it, so if you
want it, take it.
Sex Appeal: +10% speech when talking to the opposite sex, and -10%
speech when talking to the same sex. Not too bad for females.
Bruiser: Gives you an extra 2 points, but lowers AP by 2. If you take
it, put it back onto agility to get back to 8 AP, and then you have
higher skills in combat, and can get some more perks. I wouldn't do it
though. 1 extra AP is better.
Fast Metabolism: You can heal quicker. There isn't really any time
limit (except the 13 years), so you have unlimited time to heal almost.
But you don't really need poison or radiation resistance. So get it if
you want.
One Hander: The main one handed weapon that you'll use is the gauss
pistol. There isn't that much use for this.
Kamikaze: +5 sequence, -8 AC. The AC bonus won't make much a
difference, the perception will more, so it's ok.
The other traits aren't useful to me.
Summed up:
Gifted
Sex Appeal
Awesome (from NMA) doesn't like me using sex appeal, so take Kamikaze or
Fast Metabolism instead, if you don't like it, either.
SKILLS:
Small guns: This or big guns should be tagged, as your main combat
skill. The best small guns are the gauss pistol and gauss rifle. You
have small guns for most of the game, so this is pretty useful. But
since you might be doing it the evil way, you can pick up big guns at the
start, but you'll run out of ammo. The "Guns and Bullets" magazines
increase small guns skill, but are pretty rare.
Big guns: This or small guns will be tagged. The best guns here are the
bozar and the vindicator minigun. The bozar ammo is easy to find, so
you'll be able to use it straight away when you get it (but that probably
won't be until ncr).
Energy weapons: This would have been good if you got energy weapons at
the start, when the enemy isn't wearing power armour. This would still
be alright though, but only after you have the sniper perk, as the
critical hits will probably go through the power armour. I don't like it
that much though.
Unarmed: This is for fighting with no weapons or glove weapons, the most
powerful being the mega power fist. This is also used in a couple of
quests, the New Reno boxing and San Fran fighting. Don't put any points
in this until you get trained by Lo Pan. He can put you up to nearly
100% with it.
Melee: Melee fighting uses Hand to Hand weapons, like spears,
sledgehammers, cattle prods and so on. The weapons are usually a bit
better than unarmed weapons, but you don't need them for any quests, so
they aren't as useful.
Throwing: Throwing weapons are not that useful unless you are facing a
group of unarmored people. The best use for the throwing skill in my
opinion are the electromagnetic pulse grenades, when you use them in the
Sierra Army Depot against the robots. But since you won't be going
there, you don't need this skill.
First Aid: It lets you heal people. Don't spend any skill points on it,
because doctor is used for some quests, and it does pretty much the same
thing, but better. You can also find many books that will increase first
aid. But you can use the first aid field medic kit to increase the
chance of healing the most.
Doctor: Doctor is first aid with the ability to heal crippled limbs.
Doctor is also used in some quests, mainly ones in Vault City. I think
you need over 80% doctor to find out about combat implants, which give
you damage resistance.
Sneak: Sneak lets you walk around without being detected, and lets you
kill people without others hearing, and might help with the steal skill,
but I'm unsure of that. Sneaking is pretty useful because your going to
assassinate people with your gun, so I got it up to 80% or so.
Steal: Perhaps the most useful non combat skill. Stealing gives you
lots of good items, and a little bit of experience. Use this skill all
the time, but remember to save first. You can just reload if you stuff
up, no matter what your skill, and you'll get it after a while. But if
you're like me, and the game takes ages to load (I usually go and get
something to eat while waiting for games to load), it's good to have
high.
Lockpick: This is another very useful skill. It lets you open locks
with either lock picks or your hands. The higher your skill in it, the
more chance you have of picking the lock. You can pick most locks with
around 50% pick locks skill and with Mk II lock picks. You don't get the
Mk II lock picks for ages though. So get it up to 70% or something.
Traps: Traps help you disarm the traps mainly. It isn't really used for
quests. With power armor you don't really need to disarm traps, because
they will do hardly any damage. It lets you set traps also. You need to
have say around 80% to assassinate Bishop properly. But since traps
aren't really that useful, you probably won't get it up that high. If
you are planning on assassinating Bishop, you need high repair skills
too.
Science: Science is a pretty good skill, that is pretty useful, as it
lets you hack into computers with success, and talk about scientific
stuff with other scientists, and to examine things before you repair
them. It's not very useful at the start of the game, but as you
progress, it is used more. Myron the NPC has science for a skill, so he
can do scientific such like examining things scientifically, but not
hacking into computers. You should probably get it to about 80 or 90 for
New Reno. You need 75% science skill to get Myron to make super
stimpacks. The "Big Book of Science" increases this skill, but they are
pretty rare.
Repair: This lets you "repair". You can repair power generators, and
also laser barrier generators, which turns them off. It also helps you
rig a certain safe. You can upgrade it with "Dean's Electronics" books.
Those books are pretty common. You don't need to put any points into it,
because Vic can repair stuff for you. But if you want to assassinate
Bishop you need 80%.
Speech: This is the talking skill. The more you have, the better chance
you have of lying, and being believed. Or people take you seriously at
least when you are telling the truth. You'll want to tag it because it's
used for heaps of quests, and it gets you better stuff when you're
talking. Once it's up to 100 or so you don't really need to increase it
any more.
Barter: Barter lowers the price of the merchants goods. The price of
yours stay the same. Barter isn't that effective, so you don't really
need to put it up high. I think the barter skill is used when you buy
special stuff when you are talking, like the vault recognition module and
the car from the Chop Shop. But that doesn't happen very often. Your
barter skill won't get the merchants prices any where near yours, and
most of the time you can just steal instead of barter. You probably
shouldn't waste points on this skill.
Gambling: This determines how good you are at gambling on the slot
machines and on the roulette table. With 100 skill you win on the $5
slots, but not the $25. You should either invest in this skill a lot, or
not at all. If you know craps, you can play that with around 30 skill.
Since you are lucky, your gambling level will already be pretty high.
It's up to you what you want to do with this skill.
Outdoorsman: It lets you avoid random encounters. Don't tag it or put
points on it because in Klamath smiley will upgrade it for free, to at
least 103% (I stopped there). 'Tis cheating though, oh well. There is
lots of books for it, but they won't do any good because your skill will
be too high for them.
Tag Skills:
Small guns
Speech
Steal
Awesome (from NMA) doesn't like me tagging steal. So if you don't like
me taking steal as a tag skill, take lockpick instead.
So our character is so far:
FALLOUT
VAULT-13 PERSONNEL RECORD
25 July 2241 0824 hours
Name: Koko Age: 16 Gender: Female
Level: 01 Exp: 0 Next Level: 1,000
::: Statistics :::
Strength: 05 Hit Points: 028/028 Sequence: 05
Perception: 06 Armor Class: 008 Healing Rate: 01
Endurance: 04 Action Points: 09 Critical Chance: 9%
Charisma: 07 Melee Damage: 01 Carry Weight: 150
Intelligence: 08 Damage Res.: 000%
Agility: 08 Radiation Res.: 008%
Luck: 09 Poison Res.: 020%
::: Traits :::
Sex Appeal
Gifted
::: Skills :::
Small Guns ..... 047%
Big Guns ....... 006%
Energy Weapons . 006%
Unarmed ........ 046%
Melee Weapons .. 036%
Throwing ....... 022%
First aid ...... 018%
Doctor ......... 009%
Sneak .......... 019%
Lockpick ....... 014%
Steal .......... 034%
Traps .......... 014%
Science ........ 022%
Repair ......... 014%
Speech ......... 045%
Barter ......... 018%
Gambling ....... 035%
Outdoorsman .... 014%
PERKS:
When I had finished the game, these are what I had:
::: Perks :::
Awareness
Bonus Rate of Fire
Better Criticals
Sniper
Lifegiver
Pickpocket
Swift Learner
Tag!
Gecko Skinning
Dermal Impact Armor
Phoenix Armor Implants
Expert Excrement Expeditor
The order I got them was:
3) Swift Learner
6) Awareness
9) Better Criticals
12) Tag!
15) Bonus Rate of Fire
18) Lifegiver
21) Pickpocket
24) Sniper
Swift Learner was chosen first, but that was a bad decision. 5%
experience is only 5000 experience for every 100,000 you get. And you
only get up to 300,000 experience. So choose a better perk than that.
Awareness was chosen because it's good to know what weapons and health
the enemy has. It's a good choice.
Better Criticals is one of the best perks, it means that the table that
it is rolled on will be 20% better. I think the table would be something
like this:
>30% = 2x damage
30%-45% = 3x damage
45%-60% = no armour
60%-70% = 2x damage without armour
70%-80% = 3x damage without armour
80%-90% = 2x damage without armour + cripple
90%< = 3x damage without armour + cripple
I just made that up, but I think it would be something like that. This
is rolled after you hit. With Better Criticals it would add 20%, so you
would get good stuff a lot more.
Tag! Puts equal skill points onto a skill you choose. So if 100 points
have been put onto a skill, another 100 will be added. Then the skill
increases twice as fast. But once you've tagged a skill, straight away
you can take all the points that were just on it off, and then put them
elsewhere. This is what I did with outdoorsman, because it was at 103%
from training with Smiley. I put it onto traps, science and repair.
Bonus Rate of Fire lets you fire quicker by 1 AP. It's one of the best
perks.
Lifegiver gives you an extra 4HP, and an extra 4HP every level after. So
that means you get 8HP per level, which means you'll have heaps of HP by
the end. If you take this at level 12 instead, you'll have an extra 24
HP by level 18. If you plan to spend lots of time levelling up in the
wastes, take this earlier, and take the second level of this the next
perk level. Then you'll get 12HP per level.
Pickpocket lets you steal items more easily. So you can steal stuff from
those San Fran guards even when they look straight at you. It also
counts really heavy stuff as really light when stealing. I just took
this because I wanted to steal some stuff. Taking something else is
recommended.
Sniper is one of the best perks, especially when you have luck 10. I am
not sure if it rolls a 100-sided dice, and then puts your luck as a
percentage (10 luck is 95%), or it rolls 2 6-sided dice. I think it
would be the former though, as the latter would get no criticals if the
character had luck 1. I think it might add your critical chance to the
percentage as well, but it can't go over 95%.
Other perks are good too. People like Sharpshooter for some reason, but
I never pick it. Toughness is really good, if you take all three levels
of it you will have an extra 30% damage resistance, so you'll have about
80% at the end of the game without drugs. Slayer is good too, but you
can only get that at level 24 and above. It's supposed to give you a
critical hit every time. I never take it so I'm not sure. The Gain
ability skills are ok, but you don't really need stats that are that
high. If you had low agility though, Gain Agility is good. Like Bonus
Rate of Fire, Bonus HtH attacks is really good. Pick it if you like to
fight HtH. Action boy and many others are good, so pick whatever you
want.
SPECIAL PERKS
Expert Excrement Expeditor: Shovel crap at Broken Hills 5 times, and you
get this perk that gives you +5 to speech.
Dermal Impact Armour/Enhancements: These give you +5% damage resistance
for normal and explosion. The enhancements give you +10%. Get them
after reading about them in Vault City in their medical computer with 80%
doctor skill. You can buy them from Vault City and other places for
heaps of money. The enhancements give you -1 charisma.
Pheonix Armour Implants/Enhancements: These give you +5% damage
resistance for fire, plasma and laser attacks. The enhancements give you
+10%. Get them after reading about them in Vault City in their medical
computer with 80% doctor skill. You can buy them from Vault City and
other places for heaps of money. The enhancements give you -1 charisma.
Vault City Inoculations: If you are radiated and poisoned and talk to Dr
Troy he does something for you and you get this perk which gives you
resistance. I've never got it, and evil people won't get it.
Vault City Training: Jason Ballin says that if you have a high doctor
skill you can talk to Dr Troy and then he will take you on a tour which
gives you extra doctor, first aid and possibly science skill.
Flower Child: Jason Ballin told me stuff about this one. It gives you
50% more resistance to being addicted to drugs, and he says it can be
gotten in Fallout 2, but he got it after finishing the game, after he
used Father Tully's cheat book.
Animal Friend: Jason Ballin says this is in Fallout 2 as well, but he
got it after finishing the game. It lets you automatically be friendly
with any animals in random encounters. Animals are probably geckos,
dogs, manti, not deathclaws, aliens, floaters, centaurs, and some other
ones.
Gecko Skinning: Talk to Smiley after rescuing him and he teaches it to
you. It lets you skin silver and golden geckos.
KARMIC TRAITS
Childkiller: You get this when you kill one child. Don't get this the
stupid way, by killing kids in cities, just kill the kids in random
encounters. It's much more evil. And isn't stupid.
Berserker: Just slaughter lots of defensive people in a town. You're
sure to get it in San Fran if you don't get it anywhere else.
Slaughtering towns just because you like to slaughter is stupid, so don't
do it. You need a REALLY good reason to do that, such as they are
attacking you and you can't do anything about it.
Married/Divorced: You can get married in Modoc, to either Miria or
Davin. You can get divorced in New Reno, by giving Father Tully some
booze.
Slaver: Become a slaver in the Den, and then you lose lots of quests in
the game. But if you aren't a slaver you aren't truly evil, so get it
straight away after you sell Sulik into slavery.
Prizefighter: Just beat up people at the boxing ring for this one.
You're supposed to get better unarmed skill, 12 to normal damage
resistance and some other stuff, but it never works for me.
Porn Star: Become a porn star in Golden Globes Porn, New Reno. You need
8 endurance, 8 charisma and 8 agility. You get money and become a
celebrity in New Reno for it. Party members supposedly leave you but it
never happened to me.
Grave Digger: All evil people are grave diggers. Most of the good ones
are too. DIG ALL GRAVES! Sometimes they give you good stuff, and they
give you -5 karma each grave dug. Yay for negative karma.
Sexpert: Just have sex enough and I think you get this trait. You can
get this one pretty quickly if you screw everyone you possibly can.
Gigolo: You get this for having sex and abnormal things happen. Like
with T-Ray when he blows up, when you get caught in Modoc and in Broken
Hills with Francis. I'm not sure though.
Made Man: Bishop/Salvatore/Wright/Mordino: Made Man of a family gives
you free time at the Cat's Paw, and discounts off items at certain shops.
Only good people are made men of the Wrights, and evil people are with
other families.
Champion: Boo the champions. They are the positive karma people who do
all the good stuff. You definitely won't get this karmic trait.
TIPS:
These are the main things to collect, other than the obvious stuff that
you would usually collect:
Broc Flowers and Xander Roots and empty hypos, for stimpacks.
Fruit and Nuka Cola, for super stimpacks.
All alcohol, for lowering enemy perception.
All drugs, most are useful.
Best places to aim when shooting:
I like to aim for the eyes to do damage, and if enemies are running away,
aim for the legs. If the enemy is using a really big gun, aim for the
arms, and if it is aiming for the groin can knock people out, but there
isn't as much chance of knocking them out as hitting someone in the head.
The way the critical hit chance works is this (I think):
(critical chance + percentage lost for aiming) / chance to hit
So if your aiming for the eyes and have a 95% chance to hit with a 9 %
critical hit chance, you have a 9 + 60 / 95 = 72% chance. That's why in
the beginning of the game if you have a 50 % chance to hit and a 10%
chance critical hit, instead of getting a critical every 10th hit, you
get one every 20th.
Shopkeepers:
With some shopkeepers, you can purchase items for cash, and then steal
the cash back from their person. This works with the dwarf gambler in
NCR, and both shopkeepers in San Fran. This is how you purchase the
power armours and good stuff and still have money left over. Pretty
spiffy eh?
Bounty Hunters are the hardest battles you will face. When you meet them
early, they usually have: 2 or 3 power fists and combat armour, 1 laser
pistol with combat armour, 1 laser rifle and combat armour, and 1 sniper
rifle with metal armour. They are hard, but if you psycho up or are well
equipped you will live. Later on, when you get to level 19, they are WAY
harder. They all have power armour and gauss pistols and gauss rifles
and avenger miniguns and stuff. You'll probably have to run away. They
are really hard. But I pretty much didn't have to go on the map much
after level 19 so it was ok. You do get -10 karma for each bounty hunter
though, and their weapons, which are really good.
WALKTHROUGH
VERY IMPORTANT (sort of): When I talk about going north, it to the top
left corner of your screen. So south is the bottom right corner. Just
thought I'd say that because other people might think of north as top
right. North might also be directly up on your screen. Sometimes that's
how I did it. Oh well. For the first half I usually talk about north as
straight up the screen, and after Vault 13 I think that north is to the
top left corner.
ALTERNATE PATHWAYS
My walk-through describes the basic pathway to finish the game. You can
do these things before you start using my walk-through properly, so that
it gives you more opportunities later on. I don't really like doing
this, but anyway:
1. Advanced Power Armour from the start
When creating a character, tag the speech skill and give yourself a
charisma of 7 or higher. You may want to tag energy weapons too. Do
Arroyo as normal, and Klamath if you want, and get the really high
outdoorsman skill from Smiley if you want. You should put all your
points into the speech skill. Now head south on the map as far as you
can, saving every few squares to avoid dying in the random battles. When
you're a few squares from the bottom of the map, head west and then enter
San Francisco. Go to the Brotherhood of Steel hideout to the south west
in Chinatown, and agree to do their quest, making sure you ask if their
is a special way to get in, and that he tells you to say you are a new
recruit. Navarro is now on your world map. Leave San Fran and go to it.
Save every couple of squares to avoid dying and having to do it all
again. Once you get to Navarro, ask if this is the enclave, and say
you're a new soldier and all that, and then get the password. Enter the
base to the north and say the password. When in the base, go down the
lifts and then raid the lockers in the north west. There is Advanced
Power Armour in there, as well as a plasma rifle, ammo and the charisma
module. Go back up stairs and go to the north east of the base. Sneak
behind the man guarding the lockers and loot the vertibird plans. Go
back to San Fran and give the Vertibird Plans to the Brotherhood for
20,000 exp. You'll go up to level 7 or so. Enter the base, go
downstairs and raid the lockers for the pulse rifle and some brotherhood
combat armour and power armour. You can also use that charisma module on
yourself with the computer. Now go back to Klamath and continue.
BEWARE: This ruins the enjoyment of the game, so you probably shouldn't
do it.
2. Getting Cassidy (by Terry and Rick Lucas)
Before becoming a negative karma person or a slaver/beserker/childkiller,
go to the Vault City courtyard and get Cassidy to join your team. You
can't tell him to leave your group though if you want him to join back
up, so once you get to Navarro you'll lose him. You can get Marcus too,
but then you have to do the good quests for Broken Hills. Terry says
that if Cassidy has power armour as well as you, you can get into
Navarro, although it's harder to get the password.
3. Opening the Sierra Army Depot (all of it by Terry)
Before your karma goes under -99 or becoming a
slaver/beserker/childkiller/porn star, go to the Wrights, and talk to one
of Wright's Sons in the train station to get the introduction you need.
Go to the Wright's house and talk to another of the Son's outside the
father's door, and you get let to talk to Mr Wright. You may have to be
level 10 or 11 or something though. Talk to him and get the quest.
Finger Jagged Jimmy J (I think Terry told me to finger him because he
wouldn't give you karma), and get the next quest to scout the Sierra Army
Depot. You can go there later and get Skynet and lotsa good stuff like
the intelligence module. I'm not going to put it in my walk-through
because the pure evil character wouldn't get it. If you get the pariah
dog encounter, take it to the brain extraction room in the Sierra Army
Depot, and you have to extract it twice, and you'll get -100 karma. The
Pariah Dog will come back to life where you encountered it first, and you
can just keep doing it over and over again.
Anyway, I know how to do the Wright quests but I'll put in Terry's way
(saves me the trouble bwa ha ha).
"a) Ask Keith Wright about possible suspects and have him mention Jagged Jimmy
J. Then ask him where Richard's room is. Find the empty Jet cannister in
Richard's room for 500 XP, 0 Karma. "
"b) Take the empty jet cannister to Jagged Jimmy and find out that it's been
poisoned! Be sure to barter for all his stimpacks afterwards. 500 XP, 0 Karma."
"c) Talk to Renesco about the jet cannister. Get him to reveal that someone
forced him to poison the jet. 1000 XP, 0 Karma."
"d) Go back to Mr. Wright and tell him that Jagged Jimmy J murdered Richard. Why
Jagged Jimmy? Because.... you hate the way his mouth runs like a car motor...
and, his inventory does not periodically regenerate like Jules' and Renesco's
does... muahahhaha! 500 XP, 0 Karma. (Of course, you could tell Mr. Wright that
the Salvatores poisoned the kid and why they did it for 2000 XP and positive
karma, but that is clearly the GOOD way to complete this quest.)"
"Of course, accept the Sierra Army Depot quest and of course, do NOT return to
Mr. Wright once you've destroyed all the turrets."
"Completing the quests in this manner also results in the following additional
ending (sic):"
"Although a man was accused of the murder of Wright's son and marked for death,
the true identity of Richard Wright's murderer was never found. It remains a
closed chapter in Wright family history."
There you go. I not like to do it, though…
ARROYO
You start outside the temple. You can pretty much run through the temple
if you want, but it isn't recommended. If you kill all of the ants and
scorpions, and disarm all of the traps in the trap room, you can level up
(put all the points into speech for this level). The temple is pretty
basic to get through. Just remember to pick up every item you find as
well.
COMBAT TIP: Take one punch or kick at the enemy, and then use the rest
of your action points to run away. These enemies hardly have any action
points, and therefore they use them all up getting to you. If you do
this correctly you shouldn't ever get hit in the temple.
To open the first door of the temple, use your lock pick skill on it.
This opens the door to a wide corridor. As soon as you move a few steps
you will see raised plates. Walk up to them and keep trying to disarm
them, until you eventually do. There's lots of experience to be got from
that. If you accidentally set off one of the traps, go and pick up the
sharpened pole that the trap shot. In this temple area, get some C-4
from the big pot. Go next to the door that you can't open, and set the
C-4 for 10 seconds and then drop it and run about 5 hexes away. The door
opens when it goes off. There is a trap under the door, and (submitted
by Janne Hanhela) it's hard to see, you just push 4 and then click under
the door and after a while you'll click on the trap. Anyway it's about 4
pixels or something that you can see.
There are a couple of enemies in this next area, so just kill them. When
you get to the door, go through it, and you encounter the tribal man.
You have three choices: Fight him, talk him out of it, or say you need
time to prepare, and go and steal the key. You could probably just pick
the lock to the temple door though. Go through the door and you get the
vault suit and the pip boy.
Go and talk to the elder, and get the money and the flasks. Go to the
guy in front of the giant head, and he'll train you in unarmed. Go to a
hut near there, and the man with the spear will train you in melee
weapons. Go over to Nagor, the guy who has lost his dog. Steal his
spear, and then talk to him, and let him run off into the wilderness by
himself. Follow him, and you see that he is dead. He has another spear
on his body! You can take that! You got two spears and someone dead,
you must be a very proud evil person. Go back to the village. Now you
can steal items from the people in your village if you want, and then
leave the screen to the south. Because you're evil you don't need to
waste time and help people. Look at the man at the bridge, and then talk
to him about his sharpened spear. He'll tell you to go and get some
flint off your aunt. Her house is back in the screen before this one, to
the south west. If you can talk her out of it, do that, but if not,
steal it from her. Now go back and get your spear sharpened. Now you
can leave.
Character Update:
Karma: 12
Weapon: Unarmed
Armour: None
GOOD STEALS
Elder - knife
Elder's chest - knife, healing powder
Elder's Shelf - knife, fruit
Shelf in house SW of Elder's - xander root
Aunt Morlis - flint
Aunt Morlis' Pot - $100
Standing Fist - healing powder
Mynoc - knife
Nagor - spear
KLAMATH
NOTE: In Vault city there is a quest to find 10 booze and 10 beer, so
collect it all in this town. Whisky Bob has it, there's some in his
still, and you can trade for it and steal it too.
NOTE: I'm not going to say to steal stuff or loot stuff anymore, unless
there is really good stuff to be found. So remember to search everywhere
and steal everything.
Talk to the man south of the message board, and call him a drunk. Now
talk to Torr, the guy who looks like a tribal, and agree to help him.
Kill the first scorpion that's near you, and then end combat. Head west
a bit, and talk to the Duntons, and agree to help them. Go and talk to
Torr, and say the bugmen are coming, and he will run off. You lose 10
karma. Go back and talk to the Duntons, and receive your cut of $50, 5
pieces of dry meat and -60 karma. Head south, and then search the hut
to get the scorpion limbs (useless) and four more pieces of dry meat,
then leave the screen and you will arrive back in town.
Just a bit north is Vic's house. Raid everything from his house,
especially the radio. The Duntons' house is next, but you can't talk to
them anymore. Now go over to the Buckner Tavern, and make sure you have
$350. Pay the Buckner girl for Sulik, and get his leather armor for
yourself to wear, after getting him to come with you. Talk to Whisky Bob
and get the quest to refuel his still. You can get him to raise the
price to $65, but it doesn't matter. Now talk to Ardin Buckner, and get
the quest to find Smiley the Trapper. Now leave to the Golden Gecko
tavern. Talk to the pub owner, and he'll ask you where Whisky Bob's
still is. Tell him where the still is, and you get -15 karma and $50,
and a beer. Now talk to a man in the SW corner of the building, and ask
him to teach you magic, and then after a bit he'll teach you some
unarmed. If it is night time, you can arm wrestle one of the Duntons.
Now go south to the next screen, which is Trapper Town.
In Trapper Town, go and find Slim Picket, who is in a building to the
west. Talk to him and you find out that he has the key to get through
the locked door. You can either talk him out of it, steal the key, pick
the lock instead of using the key, give him "what he wants", or buy it
off him. Don't buy it. If you give him "what he wants", you'll be
closer to getting the gigolo and sexpert titles, so you can do that, or
if you steal it you get the experience. Go in the gun shop, and make
sure you get the two pairs of boots from the lockers. Now go through the
other buildings and kill all the rats and take the ladder down.
Your aim here is to go and get the fuel cell regulator from the car. The
first level is easy, just kill all the rats, and take a ladder down.
This next level has harder and bigger rats, and also the rat god. Avoid
the Rat God as you get 50 karma if you kill it. Don't fight it, and go
up another ladder to get to another level, which has even bigger rats in
it. In this level, when you arrive at the locked door, you can search
the shelf to get the dynamite, and then drop the dynamite next to the
door to blow it open, or you can pick the lock. Try picking the lock
first as you get experience and can keep the dynamite then. Go up there
and go down to the car, try and use it and you get the fuel cell
regulator. Now go back the way you came, and now it's time to leave
Klamath in the direction of the Toxic Caves.
TOXIC CAVES
All you have to do is go through the toxic caves, killing the geckos if
you want, and find Smiley at the end. Trade one of the pairs of boots to
Sulik, so you can both walk on the spilt goo. It's recommended you kill
the Geckos for the experience, but you could wait until after you get
gecko skinning so you can skin the goldens. When you get to Smiley, say
that you are leaving and you get -2 karma. Then just talk to him again
and get him to come with you. You can repair the generator now, but you
may as well let Vic do it later. Now leave the caves back to Klamath.
You get 75 karma points for helping Smiley. Oh well, that took me back
to 0 karma.
Rick Lucas told me this stuff:
Say "see ya" to smiley for the negative karma, and then kill him and take
his stuff. You probably get -10 karma, but you can't get the outdoorsman
skill or the gecko skinning then. The Gecko skinning isn't that much of
a problem but I used Outdoorsman for Tag!. Oh well. I suppose it's an
extra -85 karma if you do that.
After that, go to the area west of Klamath, where Mr Handy the robot is.
Kill it, and then find Torr who is supposed to be there. I'm not sure if
Torr is there if you get your money from the Dunton's, instead of saying
that you don't want the money from them. Anyway, kill that retard Torr.
He can whoop your ass if you're only level 3 or so. Then once you've
killed Torr and Smiley, go back to Mrs Buckner and tell her that her son
and boyfriend are dead, and if you get the option, laugh at her.
That's pretty wicked evil stuff, and I think you would get good negative
karma for that. I'm not sure if Torr appears unless you talk to Mrs
Buckner about Torr disappearing, and you might only be able to talk to
her about that if you didn't get your money from the Dunton's. Oh well.
KLAMATH
Ok, now when you are back in Klamath, go and ask Mrs Buckner for some
money and she gives you some. Now talk to Smiley and learn to skin
geckos. Now keep talking to him and ask him to teach you about geckos.
Even when he says you already know enough about them, he teaches you
anyway, and your outdoorsman skill goes up by 1-6 points. Keep doing
this as much as you want, but get at least 100 points in it. Now go over
to the bathhouse, and talk to Jenny, and ask her about Vic and the Den.
Now go off the screen to the south, and kill golden geckos for their
skin. Now you can head off to the den, or go and skin some golden geckos
at the toxic caves. If you go to the caves, go to the den after that.
Character Update:
Karma: 0
Weapon: 10mm Pistol
Armour: Leather Armour
Sulik's Weapon: Sharpened spear
Sulik's Armour: Leather Jacket
TIP: If you run into trappers on the way, don't kill them, as they give
you karma. Instead, buy their golden gecko skins for money, and then
steal your money back.
GOOD STEALS
Jenny - 2 healing powders, $39
Big Nose Sally - 2 flowers, $47
Bath Girl 1 - rope
Bath Girl 2 - cat's paw, $12
Whisky Bob - $7, 2 booze, 1 beer, knife, 2 drymeat
Person near Whisky Bob - 1 beer, $7
Sulik - sledgehammer, leather jacket
John Sullivan - spear, 24 10mm JHP, beer, stimpack, $44
Golden Gecko guy at bar - 2 gecko skins, 2 healing powders, 2 beers, $6
Black guy wanderer - stimpack, drymeat
Drunk Greeter - Molotov cocktail, 2 booze, 2 beer
TRAPPER TOWN
Trapper near fire 1 - 24 10mm JHP, 2 beer, spear, 2 drymeat, gecko skin
Trapper near fire 2 - golden gecko skin, $13
Trapper near fire 3 - poison antidote, $6, 2 throwing knives
Girl in house - brass knuckles, 24 10mm JHP, golden gecko skin, $5
Guy in same house - 24 10mm JHP, stimpack, $35, knife
Slim Picket - (key), 2 stimpacks, 3 drymeat, $20
THE DEN
Firstly, go into Becky's casino and ask for whisky, and about the Dyers,
and then buy some whisky. Now go into Flick's house, and trade your
useless stuff, and gecko skins in for some 10mm JHP and some shells. Be
sure to remove all of Sulik's items, as he will be leaving the group
soon. Now go into Lara's gang's house, and get a quest from her to
search the church. Now go onto the other side of The Den.
Go to 'the hole', and talk to one of the patrons. You can let him spend
some time with you for $200. Now talk to Frankie, and ask for whisky,
and then ask why his whisky is so expensive, and then tell him he should
find out why, and then agree to the quest. Next stop is the slavers'
guild. Be absolutely sure that Sulik doesn't have any good items. Say
whatever to the man in the front, and then go and talk to Metzger. Sell
Sulik into slavery, for $1575 and -15 karma. Next join the slavers, and
you get the 'slaver' karmic trait. Say that don't want to do your slave
run now. Now talk to him about Vic, and ask if you can see him. Go and
talk to the slaver guarding Vic's door, and he'll let you in. Talk to
Vic, and give him the radio you found, and then go back and talk to
Metzger. Ask him about Vic, and when he wants you to pay him, ask if you
can 'work something out', and then agree. Now go and talk to him again,
and buy Vic for $500. Go and get Vic out. You get 5 karma. Oh well.
Go back and steal Metzger's stuff, including a shotgun, which you should
equip.
Now go on a slave run, and kill the bad villagers when they attack you,
as you get -10 karma each one, and then -100 when you finish the first
run, and all other runs you get -15. And make sure that after all the
hostile slaves are killed, you steal the slaver's weapons, which are good
for this point in the game. Head back to The Den after each run, get
your money and then do another, until you can't anymore.
SPECIAL TRICK BY TERRY
If when you go on the slave run, you skill all of the slaves and then
return to the Den, you get the -10 karma for each slave killed, and you
don't get paid for the run, but the run doesn't count towards your number
of runs, so you can do it an unlimited amount of times! You'll get
beserker too, which you'll get anyway later. Lots of negative karma is
good.
Now go and talk to Tyler, and lie to get into the church. Then use the
crates, to find out whats in them. Now leave to the other side.
Once on the other side, go into Becky's Bar. There is a door in the top
left corner of the room, which you have to pick. Do it when the man next
to the door moves to talk to the girl at the craps table. To get him to
go and talk if he isn't already doing so, just wait 10 minutes. Pick the
lock and go down the stairs, and you find Becky has a still. Leave, and
go and talk to Lara again, and agree to do her quest of talking to
Metzger. Now leave to the other side.
Go into Frankies, and talk to him, to get the quest to break Becky's
still. Go into his room and get the crowbar from the book case. Go to
Metzger and ask permission for Lara's gang to fight Tyler's gang. Now go
to Mom's. Talk to Stacy, buy her a drink, and listen to her talk about
her cat for 200 experience. The following might not work if you only have
7 charisma, but if you are playing with a higher charisma character it
might. Go to Karl, and give him $1000, and don't ask about the GECK.
Talk to him again later, and he'll ask you to spend some time with him,
for $1000. Agree and you get your money back and are closer to the
sexpert and gigolo karmic traits. Leave this screen.
Go into Becky's casino, and then go downstairs and destroy the still, by
using the crowbar on it. Now go and talk to Lara again, and get the next
quest, to find the weakness in Tyler's gang. Go back to the other side.
Go to Frankie, and tell him you've broken the still, and you get -50
karma, $500 and 700 experience. Don't tell him to join Becky, as that's
70 karma, and 900 experience. Now go and talk to Tyler, to learn that
the gang is having a party tonight. Go to the other screen.
Jason Ballin explained this part a bit better, but Rick Lucas told me
about it too:
Instead of helping Lara, tell her you need time to prepare. Go back to
Tyler, and tell her that Lara's going to fight her, and he'll give you
$500 to kill her gang. Do that, and you get -5 karma for each of Lara's
gang members killed, and you can take $400 off her body, as well as that
$500 from before and 1000 experience for "helping Lara win the battle".
That would have been an error, but oh well. That's all.
If you have a shovel, you may as well dig all the graves, to get the
grave digger karmic trait, and lots of negative karma (-5 for each grave
dug). There is some buffout in one of the graves, so make sure you take
it and keep it. If you have too much to carry, go and put it in the car
trunk on the other side of town. Now is probably a good time to leave
The Den, for Vault City, but you will find an unknown town on the way.
Stop there.
Character Update:
Level: 5
Karma: -355
Weapon: Shotgun, SMG
Armour: Leather Armour
Vic's Weapon: Hunting Rifle
Vic's Armour: Leather Jacket
Steal List
Metzger - Shotgun, 20 Shells, stimpack
Smitty - 10mm Pistol, 24 10mm JHP
MODOC
You start near the general store. Don't go there yet. Go right, and you
see an injured brahmin. Use doctor skill on it, and heal it for 5 karma,
and 200 experience. Now go to the house south of where the brahmin was,
and get the brahmin to follow you into the house. Talk to Grisham, and
ask him to make some jerky for you, with your brahmin. Agree, and you
get -5 karma. Go to the well, and 'use' it to move all the planks off